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- Oda notes that with larger companies, they can develop games using a method called a "Vertical Slice" where they complete a stage and a character or two and show it off for promotion. But when it comes to fighting games, using a Vertical Slice process takes up unneeded development time and SNKP isn't that big a company to begin with. So the devs worked on KOF14 using the traditional development method: when the game is fully done, it's fully done. So what was shown in the initial stages were.. actually what was being produced at the time.

- The trailers showing gradual graphical improvement over each release was exactly just that: the devs were working on them with trial and errors.

- One of those new elements is the refined blowback system, which in XIV blows the opponent all the way to the wall and for allows for new potentials in gameplay.

- Doing the hitboxes were a pain. In sprite-based/tween-less 2D fighters, hitboxes can be set by each frame of animation which lasts for a few frames, but with KOFXIV the animation is smooth. If the hitboxes were to move just like the smooth animation, it would've caused issues, like it'd miss certain characters. For similar reasons, setting the axis for the charcters were also problematic.

- Also, the artists couldn't cheat the same way as they could with 2D graphics. For example Chang and Choi looked fine in sprites, but in 3D their size differences would end up looking too realistic. Same thing with tall characters; for example when they'd kick, their legs would look too long in XIV when compared to hand-drawn sprites from previous KOFs. So the devs needed to tweak a lot of things for all the characters.

- Making the game run in full 60FPS was a true pain and as a result, the flashier looking graphics and effects got cut out. Of course there was the option of going variable in framerate, but the devs decided to go consistant.

- One of the reasons why the dev team decided to prioritize framerate consistency over flashier graphics is for online play. Oda explains that for each frame that gets skipped, it places a lot of bottleneck over the network communication. And especially with KOFXIV which is designed to allow up to 12 players to join and text chat and whatnot, that simply wasn't acceptable.

- Oda: "Online is something we can't be completely sure of until the game launches, but as far was we've checked it's better than KOFXIII on Steam, so it should be at standard quality."

- Of course the online can be very different depending on the user's enviornment, so the devs plan to update when needed.

- Oda's reaction when told that people will forget about AOF and other titles unless they make more sequels: "If I'm going to make to make sequels, I'd rather remake them from scratch and sell them as a completely new title (laughs)"

Kuroki: "There was a time when I debugged with Soeda and he kept walking forward when the match started. I thought he was charging for a move but turns out he was just sleeping".

- If there's anything in the game that's balance breaking, the staff will fix it. But it needs to be more like fixing a glitch than a rebalancing patch.

- F-Shiki/Fuzzy Guarding was unintended and needs to be fixed, but again, the checking process is required for all 50 characters in the roster so and they need to fix it carefully.

- The game balance hasn't gone under a huge change since the demo version, but they've been tweaking the game after the demo build was done so it won't be exactly the same. Also the devs found some unintended things since the demo so those points have been fixed. Again, legacy support will also be in.

- The staff have post-release promotions under plan. Not everything is solid yet, but there's certainly going to be a major tournament (tournamenty series, most likely).

- The staff are thinking of ways to support the community and hoping to release details at an early stage.

- Soeda admits that only idiots that love creating things are the ones that are left in the development scene.

- One of the huge changes in the development scene is that the people are more "normal". Everyone is decent now because they've gone through education and college. Oda points out that his company is normal now; you don't have people working all day. In the old days the developers might only go home once a week to pick up some new cloths, and the rest of the days they're working and sleeping in the office.

- Soeda notes that some people washed and dried their underware in the office

- Talking about how they made games, Soeda mentions the way how he'd pose in all sorts of ways in front of his desk as reference to the motions he needs to create, like punching and actually throwing someone. He says he still does the posings, although he doesn't do holds on people any more.

- Oda notes how he had someone perform a Command Sambo hold on himself which he used as reference when he was creating Blue Mary.

- Kuroki likes to work with 3-year plans, but he was told by Oda that consumers nowadays can't wait for that long. Whatever the case, Kuroki plans to throw in surprises that'll stun players if there's going to be sequels.